Contextual action bar

ABSTRACT

Method of generating a contextual action bar starts with processor causing an application icon associated with an application to be displayed by a display screen of a client device. Processor receives selection of application icon from a user and determines a context of client device. Context can comprise identification of application, type associated with application, or type of interface including application icon. Processor generates action bar based on the context of the client device, causes a first portion of display screen to display an application interface associated with the application, and causes a second portion to display the action bar that is associated with a messaging system. Other embodiments are also disclosed herein.

CLAIM OF PRIORITY

This application claims the benefit of priority to U.S. Provisional Application Ser. No. 63/037,455, filed Jun. 9, 2021, which is incorporated herein by reference in its entirety.

BACKGROUND

Electronic messaging, particularly instant messaging, continues to grow globally in popularity. Users are quickly able to share with one another electronic media content items including text, electronic images, audio, and video instantly.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

In the drawings, which are not necessarily drawn to scale, like numerals may describe similar components in different views. To easily identify the discussion of any particular element or act, the most significant digit or digits in a reference number refer to the figure number in which that element is first introduced. Some embodiments are illustrated by way of example, and not limitation, in the figures of the accompanying drawings in which:

FIG. 1 is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, in accordance with some examples.

FIG. 2 is a diagrammatic representation of a messaging system, in accordance with some examples, that has both client-side and server-side functionality.

FIG. 3 is a diagrammatic representation of a data structure as maintained in a database, in accordance with some examples.

FIG. 4 is a diagrammatic representation of a message, in accordance with some examples.

FIG. 5 illustrates an interface 500 including an action bar 516 in a first context in accordance with one embodiment.

FIG. 6 illustrates an interface 600 including an action bar 604 in a second context in accordance with one embodiment.

FIG. 7 illustrates an interface 700 including an action bar 706 in a third context in accordance with one embodiment.

FIG. 8 illustrates an interface 800 including an action bar 802 in a fourth context in accordance with one embodiment.

FIG. 9 illustrates a process 900 of generating a contextual action bar in accordance with one embodiment.

FIG. 10 is a diagrammatic representation of a machine in the form of a computer system within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein, in accordance with some examples.

FIG. 11 is a block diagram showing a software architecture within which examples may be implemented.

DETAILED DESCRIPTION

With the increasing number of users on social networking systems, each user also has a growing network of individuals that she follows. Therefore, in order to maintain the user's engagement on social networking systems, it is paramount that the systems have the ability to present to each user the media content items that are most interesting or relevant to her. In addition to the need to curate the media content items, the social networking systems are also presented with the challenge of providing a graphical user interface that captivates the user's attention and allows her to view the curated media content items and further interact the network of individuals that she follows.

In messaging systems, users are connected to a variety of other users with whom they have different levels and types of relationships. Users can interact with one another in the messaging system by exchanging messages, audio visual content, links to content on the Internet, etc.

Embodiments of the present disclosure improve the functionality of electronic messaging software and systems by generating a platform on which the user can access applications and by generating an action bar based on the user's client device's context. Specifically, the action bar that is generated and displayed on the user's client device is contextual in that the items displayed in the action bar can be dependent on the application that is currently running on the user's client device. The items can be selectable items (e.g., icons, images, links or text input boxes) that allow the user to interact with the applications. The action bar can also the user can quickly common functions associated with applications and the messaging system.

Embodiments of the present disclosure also improve on the functionality of electronic messaging software and systems by providing for a shared placement of the action bar across applications being executed on the client device. The action bar can be native to the messaging system but dynamically adaptable to incorporate elements that are related to the current context of the client device, such as the application that is currently being accessed by the user on the client device. By ensuring the shared placement of the action bar and the contextual aspect of the settings menu, embodiments of the messaging system improve the user experience such that user engagement with the messaging system can be further increased.

Networked Computing Environment

FIG. 1 is a block diagram showing an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network. The messaging system 100 includes multiple instances of a client device 106, each of which hosts a number of applications, including a messaging client 108. Each messaging client 108 is communicatively coupled to other instances of the messaging client 108 and a messaging server system 104 via a network 102 (e.g., the Internet).

A messaging client 108 is able to communicate and exchange data with another messaging client 108 and with the messaging server system 104 via the network 102. The data exchanged between messaging client 108, and between a messaging client 108 and the messaging server system 104, includes functions (e.g., commands to invoke functions) as well as payload data (e.g., text, audio, video or other multimedia data).

The messaging server system 104 provides server-side functionality via the network 102 to a particular messaging client 108. While certain functions of the messaging system 100 are described herein as being performed by either a messaging client 108 or by the messaging server system 104, the location of certain functionality either within the messaging client 108 or the messaging server system 104 may be a design choice. For example, it may be technically preferable to initially deploy certain technology and functionality within the messaging server system 104 but to later migrate this technology and functionality to the messaging client 108 where a client device 106 has sufficient processing capacity.

The messaging server system 104 supports various services and operations that are provided to the messaging client 108. Such operations include transmitting data to, receiving data from, and processing data generated by the messaging client 108. This data may include message content, client device information, geolocation information, media augmentation and overlays, message content persistence conditions, social network information, and live event information, as examples. Data exchanges within the messaging system 100 are invoked and controlled through functions available via user interfaces (UIs) of the messaging client 108.

Turning now specifically to the messaging server system 104, an Application Program Interface (API) server 112 is coupled to, and provides a programmatic interface to, application servers 110. The application servers 110 are communicatively coupled to a database server 116, which facilitates access to a database 122 that stores data associated with messages processed by the application servers 110. Similarly, a web server 124 is coupled to the application servers 110, and provides web-based interfaces to the application servers 110. To this end, the web server 124 processes incoming network requests over the Hypertext Transfer Protocol (HTTP) and several other related protocols.

The Application Program Interface (API) server 112 receives and transmits message data (e.g., commands and message payloads) between the client device 106 and the application servers 110. Specifically, the Application Program Interface (API) server 112 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 108 in order to invoke functionality of the application servers 110. The Application Program Interface (API) server 112 exposes various functions supported by the application servers 110, including account registration, login functionality, the sending of messages, via the application servers 110, from a particular messaging client 108 to another messaging client 108, the sending of media files (e.g., images or video) from a messaging client 108 to a messaging server 114, and for possible access by another messaging client 108, the settings of a collection of media data (e.g., story), the retrieval of a list of friends of a user of a client device 106, the retrieval of such collections, the retrieval of messages and content, the addition and deletion of entities (e.g., friends) to an entity graph (e.g., a social graph), the location of friends within a social graph, and opening an application event (e.g., relating to the messaging client 108).

The application servers 110 host a number of server applications and subsystems, including for example a messaging server 114, an image processing server 118, and a second 120. The messaging server 114 implements a number of message processing technologies and functions, particularly related to the aggregation and other processing of content (e.g., textual and multimedia content) included in messages received from multiple instances of the messaging client 108. As will be described in further detail, the text and media content from multiple sources may be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available to the messaging client 108. Other processor and memory intensive processing of data may also be performed server-side by the messaging server 114, in view of the hardware requirements for such processing.

The application servers 110 also include an image processing server 118 that is dedicated to performing various image processing operations, typically with respect to images or video within the payload of a message sent from or received at the messaging server 114.

The second 120 supports various social networking functions and services and makes these functions and services available to the messaging server 114. To this end, the second 120 maintains and accesses an entity graph 308 (as shown in FIG. 3) within the database 122. Examples of functions and services supported by the second 120 include the identification of other users of the messaging system 100 with which a particular user has relationships or is “following,” and also the identification of other entities and interests of a particular user.

System Architecture

FIG. 2 is a block diagram illustrating further details regarding the messaging system 100, according to some examples. Specifically, the messaging system 100 is shown to comprise the messaging client 108 and the application servers 110. The messaging system 100 embodies a number of subsystems, which are supported on the client-side by the messaging client 108 and on the server-side by the application servers 110. These subsystems include, for example, an ephemeral timer system 202, a collection management system 204, an augmentation system 206, a map system 210, and a game system 212.

The ephemeral timer system 202 is responsible for enforcing the temporary or time-limited access to content by the messaging client 108 and the messaging server 114. The ephemeral timer system 202 incorporates a number of timers that, based on duration and display parameters associated with a message, or collection of messages (e.g., a story), selectively enable access (e.g., for presentation and display) to messages and associated content via the messaging client 108. Further details regarding the operation of the ephemeral timer system 202 are provided below.

The collection management system 204 is responsible for managing sets or collections of media (e.g., collections of text, image video, and audio data). A collection of content (e.g., messages, including images, video, text, and audio) may be organized into an “event gallery” or an “event story.” Such a collection may be made available for a specified time period, such as the duration of an event to which the content relates. For example, content relating to a music concert may be made available as a “story” for the duration of that music concert. The collection management system 204 may also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client 108. In one embodiment, the collection management system 204 can be responsible for managing a shared collection of media content items that can only be viewed by a group of users in the messaging system that are selected by the creator of the shared collection (e.g., the private group). In one embodiment, the shared collection of media content items can be modified by the creator of the shared collection as well as the other members of the private group. For example, the collection management system 204 only processes and implements modifications such as adding, deleting, or editing the media content items included in the shared collection that are received from client devices 102 of the members of the private group. The shared collection can also be a “shared story” such that the shared collection be made available for a specified time period, that is enforced by the ephemeral timer system 202.

The collection management system 204 furthermore includes a curation interface 208 that allows a collection manager to manage and curate a particular collection of content. For example, the curation interface 208 enables an event organizer to curate a collection of content relating to a specific event (e.g., delete inappropriate content or redundant messages). Additionally, the collection management system 204 employs machine vision (or image recognition technology) and content rules to automatically curate a content collection. In certain examples, compensation may be paid to a user for the inclusion of user-generated content into a collection. In such cases, the collection management system 204 operates to automatically make payments to such users for the use of their content.

The augmentation system 206 provides various functions that enable a user to augment (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the augmentation system 206 provides functions related to the generation and publishing of media overlays for messages processed by the messaging system 100. The augmentation system 206 operatively supplies a media overlay or augmentation (e.g., an image filter) to the messaging client 108 based on a geolocation of the client device 106. In another example, the augmentation system 206 operatively supplies a media overlay to the messaging client 108 based on other information, such as social network information of the user of the client device 106. A media overlay may include audio and visual content and visual effects. Examples of audio and visual content include pictures, texts, logos, animations, and sound effects. An example of a visual effect includes color overlaying. The audio and visual content or the visual effects can be applied to a media content item (e.g., a photo) at the client device 106. For example, the media overlay may include text or image that can be overlaid on top of a photograph taken by the client device 106. In another example, the media overlay includes an identification of a location overlay (e.g., Venice beach), a name of a live event, or a name of a merchant overlay (e.g., Beach Coffee House). In another example, the augmentation system 206 uses the geolocation of the client device 106 to identify a media overlay that includes the name of a merchant at the geolocation of the client device 106. The media overlay may include other indicia associated with the merchant. The media overlays may be stored in the database 122 and accessed through the database server 116. In one embodiment, the augmentation system 206 generates the invitation media overlays for the shared collection of media content items. The invitation overlay can include a text that identifies the shared collection of media content items. The invitation overlay can also include an avatar of associated with the user that created the shared collection. In some embodiments, the invitation overlay can also include avatars of associated with the users in the private group.

In some examples, the augmentation system 206 provides a user-based publication platform that enables users to select a geolocation on a map and upload content associated with the selected geolocation. The user may also specify circumstances under which a particular media overlay should be offered to other users. The augmentation system 206 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geolocation.

In other examples, the augmentation system 206 provides a merchant-based publication platform that enables merchants to select a particular media overlay associated with a geolocation via a bidding process. For example, the augmentation system 206 associates the media overlay of the highest bidding merchant with a corresponding geolocation for a predefined amount of time.

The map system 210 provides various geographic location functions, and supports the presentation of map-based media content and messages by the messaging client 108. For example, the map system 210 enables the display of user icons or avatars (e.g., stored in profile data 316) on a map to indicate a current or past location of “friends” of a user, as well as media content (e.g., collections of messages including photographs and videos) generated by such friends, within the context of a map. For example, a message posted by a user to the messaging system 100 from a specific geographic location may be displayed within the context of a map at that particular location to “friends” of a specific user on a map interface of the messaging client 108. A user can furthermore share his or her location and status information (e.g., using an appropriate status avatar) with other users of the messaging system 100 via the messaging client 108, with this location and status information being similarly displayed within the context of a map interface of the messaging client 108 to selected users.

The game system 212 provides various gaming functions within the context of the messaging client 108. The messaging client 108 provides a game interface providing a list of available games that can be launched by a user within the context of the messaging client 108, and played with other users of the messaging system 100. The messaging system 100 further enables a particular user to invite other users to participate in the play of a specific game, by issuing invitations to such other users from the messaging client 108. The messaging client 108 also supports both the voice and text messaging (e.g., chats) within the context of gameplay, provides a leaderboard for the games, and also supports the provision of in-game rewards (e.g., coins and items).

Data Architecture

FIG. 3 is a schematic diagram illustrating data structures 300, which may be stored in the database 122 of the messaging server system 104, according to certain examples. While the content of the database 122 is shown to comprise a number of tables, it will be appreciated that the data could be stored in other types of data structures (e.g., as an object-oriented database).

The database 122 includes message data stored within a message table 302. This message data includes, for any particular one message, at least message sender data, message recipient (or receiver) data, and a payload. Further details regarding information that may be included in a message, and included within the message data stored in the message table 302 is described below with reference to FIG. 4.

An entity table 306 stores entity data, and is linked (e.g., referentially) to an entity graph 308 and profile data 316. Entities for which records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, and so forth. Regardless of entity type, any entity regarding which the messaging server system 104 stores data may be a recognized entity. Each entity is provided with a unique identifier, as well as an entity type identifier (not shown).

The entity graph 308 stores information regarding relationships and associations between entities. Such relationships may be social, professional (e.g., work at a common corporation or organization) interested-based or activity-based, merely for example.

The profile data 316 stores multiple types of profile data about a particular entity. The profile data 316 may be selectively used and presented to other users of the messaging system 100, based on privacy settings specified by a particular entity. Where the entity is an individual, the profile data 316 includes, for example, a user name, telephone number, address, settings (e.g., notification and privacy settings), as well as a user-selected avatar representation (or collection of such avatar representations). A particular user may then selectively include one or more of these avatar representations within the content of messages communicated via the messaging system 100, and on map interfaces displayed by messaging clients 108 to other users. The collection of avatar representations may include “status avatars,” which present a graphical representation of a status or activity that the user may select to communicate at a particular time.

Where the entity is a group, the profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings (e.g., notifications) for the relevant group.

The database 122 also stores augmentation data, such as overlays or filters, in an augmentation table 310. The augmentation data is associated with and applied to videos (for which data is stored in a video table 304) and images (for which data is stored in an image table 312).

Filters, in one example, are overlays that are displayed as overlaid on an image or video during presentation to a recipient user. Filters may be of various types, including user-selected filters from a set of filters presented to a sending user by the messaging client 108 when the sending user is composing a message. The user-selected filters can include an invitation media overlay that is associated with a shared collection of media content items.

Other types of filters include geolocation filters (also known as geo-filters), which may be presented to a sending user based on geographic location. For example, geolocation filters specific to a neighborhood or special location may be presented within a user interface by the messaging client 108, based on geolocation information determined by a Global Positioning System (GPS) unit of the client device 106.

Another type of filter is a data filter, which may be selectively presented to a sending user by the messaging client 108, based on other inputs or information gathered by the client device 106 during the message creation process. Examples of data filters include current temperature at a specific location, a current speed at which a sending user is traveling, battery life for a client device 106, or the current time.

Other augmentation data that may be stored within the image table 312 includes augmented reality content items (e.g., corresponding to applying lenses or augmented reality experiences). An augmented reality content item may be a real-time special effect and sound that may be added to an image or a video.

As described above, augmentation data includes augmented reality content items, overlays, image transformations, AR images, and similar terms refer to modifications that may be applied to image data (e.g., videos or images). This includes real-time modifications, which modify an image as it is captured using device sensors (e.g., one or multiple cameras) of a client device 106 and then displayed on a screen of the client device 106 with the modifications. This also includes modifications to stored content, such as video clips in a gallery that may be modified. For example, in a client device 106 with access to multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how the different augmented reality content items will modify the stored clip. For example, multiple augmented reality content items that apply different pseudorandom movement models can be applied to the same content by selecting different augmented reality content items for the content. Similarly, real-time video capture may be used with an illustrated modification to show how video images currently being captured by sensors of a client device 106 would modify the captured data. Such data may simply be displayed on the screen and not stored in memory, or the content captured by the device sensors may be recorded and stored in memory with or without the modifications (or both). In some systems, a preview feature can show how different augmented reality content items will look within different windows in a display at the same time. This can, for example, enable multiple windows with different pseudorandom animations to be viewed on a display at the same time.

Data and various systems using augmented reality content items or other such transform systems to modify content using this data can thus involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.), tracking of such objects as they leave, enter, and move around the field of view in video frames, and the modification or transformation of such objects as they are tracked. In various embodiments, different methods for achieving such transformations may be used. Some examples may involve generating a three-dimensional mesh model of the object or objects, and using transformations and animated textures of the model within the video to achieve the transformation. In other examples, tracking of points on an object may be used to place an image or texture (which may be two dimensional or three dimensional) at the tracked position. In still further examples, neural network analysis of video frames may be used to place images, models, or textures in content (e.g., images or frames of video). Augmented reality content items thus refer both to the images, models, and textures used to create transformations in content, as well as to additional modeling and analysis information needed to achieve such transformations with object detection, tracking, and placement.

Real-time video processing can be performed with any kind of video data (e.g., video streams, video files, etc.) saved in a memory of a computerized system of any kind. For example, a user can load video files and save them in a memory of a device, or can generate a video stream using sensors of the device. Additionally, any objects can be processed using a computer animation model, such as a human's face and parts of a human body, animals, or non-living things such as chairs, cars, or other objects.

In some examples, when a particular modification is selected along with content to be transformed, elements to be transformed are identified by the computing device, and then detected and tracked if they are present in the frames of the video. The elements of the object are modified according to the request for modification, thus transforming the frames of the video stream. Transformation of frames of a video stream can be performed by different methods for different kinds of transformation. For example, for transformations of frames mostly referring to changing forms of object's elements characteristic points for each element of an object are calculated (e.g., using an Active Shape Model (ASM) or other known methods). Then, a mesh based on the characteristic points is generated for each of the at least one element of the object. This mesh used in the following stage of tracking the elements of the object in the video stream. In the process of tracking, the mentioned mesh for each element is aligned with a position of each element. Then, additional points are generated on the mesh. A first set of first points is generated for each element based on a request for modification, and a set of second points is generated for each element based on the set of first points and the request for modification. Then, the frames of the video stream can be transformed by modifying the elements of the object on the basis of the sets of first and second points and the mesh. In such method, a background of the modified object can be changed or distorted as well by tracking and modifying the background.

In some examples, transformations changing some areas of an object using its elements can be performed by calculating characteristic points for each element of an object and generating a mesh based on the calculated characteristic points. Points are generated on the mesh, and then various areas based on the points are generated. The elements of the object are then tracked by aligning the area for each element with a position for each of the at least one element, and properties of the areas can be modified based on the request for modification, thus transforming the frames of the video stream. Depending on the specific request for modification properties of the mentioned areas can be transformed in different ways. Such modifications may involve changing color of areas; removing at least some part of areas from the frames of the video stream; including one or more new objects into areas which are based on a request for modification; and modifying or distorting the elements of an area or object. In various embodiments, any combination of such modifications or other similar modifications may be used. For certain models to be animated, some characteristic points can be selected as control points to be used in determining the entire state-space of options for the model animation.

In some examples of a computer animation model to transform image data using face detection, the face is detected on an image with use of a specific face detection algorithm (e.g., Viola-Jones). Then, an Active Shape Model (ASM) algorithm is applied to the face region of an image to detect facial feature reference points.

In other examples, other methods and algorithms suitable for face detection can be used. For example, in some embodiments, features are located using a landmark, which represents a distinguishable point present in most of the images under consideration. For facial landmarks, for example, the location of the left eye pupil may be used. If an initial landmark is not identifiable (e.g., if a person has an eyepatch), secondary landmarks may be used. Such landmark identification procedures may be used for any such objects. In some examples, a set of landmarks forms a shape. Shapes can be represented as vectors using the coordinates of the points in the shape. One shape is aligned to another with a similarity transform (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between shape points. The mean shape is the mean of the aligned training shapes.

In some examples, a search for landmarks from the mean shape aligned to the position and size of the face determined by a global face detector is started. Such a search then repeats the steps of suggesting a tentative shape by adjusting the locations of shape points by template matching of the image texture around each point and then conforming the tentative shape to a global shape model until convergence occurs. In some systems, individual template matches are unreliable, and the shape model pools the results of the weak template matches to form a stronger overall classifier. The entire search is repeated at each level in an image pyramid, from coarse to fine resolution.

A transformation system can capture an image or video stream on a client device (e.g., the client device 106) and perform complex image manipulations locally on the client device 106 while maintaining a suitable user experience, computation time, and power consumption. The complex image manipulations may include size and shape changes, emotion transfers (e.g., changing a face from a frown to a smile), state transfers (e.g., aging a subject, reducing apparent age, changing gender), style transfers, graphical element application, and any other suitable image or video manipulation implemented by a convolutional neural network that has been configured to execute efficiently on the client device 106.

In some examples, a computer animation model to transform image data can be used by a system where a user may capture an image or video stream of the user (e.g., a selfie) using a client device 106 having a neural network operating as part of a messaging client application 104 operating on the client device 106. The transformation system operating within the messaging client 108 determines the presence of a face within the image or video stream and provides modification icons associated with a computer animation model to transform image data, or the computer animation model can be present as associated with an interface described herein. The modification icons include changes that may be the basis for modifying the user's face within the image or video stream as part of the modification operation. Once a modification icon is selected, the transform system initiates a process to convert the image of the user to reflect the selected modification icon (e.g., generate a smiling face on the user). A modified image or video stream may be presented in a graphical user interface displayed on the client device 106 as soon as the image or video stream is captured, and a specified modification is selected. The transformation system may implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, the user may capture the image or video stream and be presented with a modified result in real-time or near real-time once a modification icon has been selected. Further, the modification may be persistent while the video stream is being captured, and the selected modification icon remains toggled. Machine taught neural networks may be used to enable such modifications.

The graphical user interface, presenting the modification performed by the transform system, may supply the user with additional interaction options. Such options may be based on the interface used to initiate the content capture and selection of a particular computer animation model (e.g., initiation from a content creator user interface). In various embodiments, a modification may be persistent after an initial selection of a modification icon. The user may toggle the modification on or off by tapping or otherwise selecting the face being modified by the transformation system and store it for later viewing or browse to other areas of the imaging application. Where multiple faces are modified by the transformation system, the user may toggle the modification on or off globally by tapping or selecting a single face modified and displayed within a graphical user interface. In some embodiments, individual faces, among a group of multiple faces, may be individually modified, or such modifications may be individually toggled by tapping or selecting the individual face or a series of individual faces displayed within the graphical user interface.

A story table 314 stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a story or a gallery). The creation of a particular collection may be initiated by a particular user (e.g., each user for which a record is maintained in the entity table 306). A user may create a “personal story” in the form of a collection of content that has been created and sent/broadcast by that user. To this end, the user interface of the messaging client 108 may include an icon that is user-selectable to enable a sending user to add specific content to his or her personal story.

A collection may also constitute a “live story,” which is a collection of content from multiple users that is created manually, automatically, or using a combination of manual and automatic techniques. For example, a “live story” may constitute a curated stream of user-submitted content from varies locations and events. Users whose client devices have location services enabled and are at a common location event at a particular time may, for example, be presented with an option, via a user interface of the messaging client 108, to contribute content to a particular live story. The live story may be identified to the user by the messaging client 108, based on his or her location. The end result is a “live story” told from a community perspective.

A further type of content collection is known as a “location story,” which enables a user whose client device 106 is located within a specific geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, a contribution to a location story may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on the university campus).

As mentioned above, the video table 304 stores video data that, in one example, is associated with messages for which records are maintained within the message table 302. Similarly, the image table 312 stores image data associated with messages for which message data is stored in the entity table 306. The entity table 306 may associate various augmentations from the augmentation table 310 with various images and videos stored in the image table 312 and the video table 304.

Data Communications Architecture

FIG. 4 is a schematic diagram illustrating a structure of a message 400, according to some examples, generated by a messaging client 108 for communication to a further messaging client 108 or the messaging server 114. The content of a particular message 400 is used to populate the message table 302 stored within the database 122, accessible by the messaging server 114. Similarly, the content of a message 400 is stored in memory as “in-transit” or “in-flight” data of the client device 106 or the application servers 110. A message 400 is shown to include the following example components:

-   -   message identifier 402: a unique identifier that identifies the         message 400.     -   message text payload 404: text, to be generated by a user via a         user interface of the client device 106, and that is included in         the message 400.     -   message image payload 406: image data, captured by a camera         component of a client device 106 or retrieved from a memory         component of a client device 106, and that is included in the         message 400. Image data for a sent or received message 400 may         be stored in the image table 312.     -   message video payload 408: video data, captured by a camera         component or retrieved from a memory component of the client         device 106, and that is included in the message 400. Video data         for a sent or received message 400 may be stored in the video         table 304.     -   message audio payload 410: audio data, captured by a microphone         or retrieved from a memory component of the client device 106,         and that is included in the message 400.     -   message augmentation data 412: augmentation data (e.g., filters,         stickers, or other annotations or enhancements) that represents         augmentations to be applied to message image payload 406,         message video payload 408, or message audio payload 410 of the         message 400. Augmentation data for a sent or received message         400 may be stored in the augmentation table 310.     -   message duration parameter 414: parameter value indicating, in         seconds, the amount of time for which content of the message         (e.g., the message image payload 406, message video payload 408,         message audio payload 410) is to be presented or made accessible         to a user via the messaging client 108.     -   message geolocation parameter 416: geolocation data (e.g.,         latitudinal and longitudinal coordinates) associated with the         content payload of the message. Multiple message geolocation         parameter 416 values may be included in the payload, each of         these parameter values being associated with respect to content         items included in the content (e.g., a specific image into         within the message image payload 406, or a specific video in the         message video payload 408).     -   message story identifier 418: identifier values identifying one         or more content collections (e.g., “stories” identified in the         story table 314) with which a particular content item in the         message image payload 406 of the message 400 is associated. For         example, multiple images within the message image payload 406         may each be associated with multiple content collections using         identifier values.     -   message tag 420: each message 400 may be tagged with multiple         tags, each of which is indicative of the subject matter of         content included in the message payload. For example, where a         particular image included in the message image payload 406         depicts an animal (e.g., a lion), a tag value may be included         within the message tag 420 that is indicative of the relevant         animal. Tag values may be generated manually, based on user         input, or may be automatically generated using, for example,         image recognition.     -   message sender identifier 422: an identifier (e.g., a messaging         system identifier, email address, or device identifier)         indicative of a user of the Client device 106 on which the         message 400 was generated and from which the message 400 was         sent.     -   message receiver identifier 424: an identifier (e.g., a         messaging system identifier, email address, or device         identifier) indicative of a user of the client device 106 to         which the message 400 is addressed.

The contents (e.g., values) of the various components of message 400 may be pointers to locations in tables within which content data values are stored. For example, an image value in the message image payload 406 may be a pointer to (or address of) a location within an image table 312. Similarly, values within the message video payload 408 may point to data stored within a video table 304, values stored within the message augmentations 412 may point to data stored in an augmentation table 310, values stored within the message story identifier 418 may point to data stored in a story table 314, and values stored within the message sender identifier 422 and the message receiver identifier 424 may point to user records stored within an entity table 306.

Contextual Action Bar

As shown in FIG. 2, the game system 212 provides various gaming functions within the context of the messaging client 108. Games that can be launched by a user within the context of the messaging client 108 can include smaller applications (e.g., “mini-applications”) that are sub-applications of a larger main application that provide utility for the larger user base of the main application. The mini-applications can be designed to fit within the platform provided by messaging system 100 and leverage the features of messaging system 100 including the users and the users' list of friends within a social graph, etc.

The mini-applications can be Hypertext Markup Language version 5 (HTML5) web applications that are games or other programs that can execute within the messaging system 100. The game system 212 or a processor in the client device 106 or a processor in the application servers 110, alone or in combination, can cause the interfaces to be displayed by the client device 106. FIG. 5 illustrates an interface 500 in accordance with one embodiment.

A user of the client device 106 can launch a mini-application by selecting a selectable item (e.g., an icon, text, or image) that is associated with the mini-application. FIG. 5 illustrates an interface 500 that is caused to be displayed and includes an action bar 516 in a first context according to one embodiment. In response to the user of the client device 106 selecting a selectable item associated with a mini-application, the game system 212 generates an action bar 516 based on the context of the client device 106 and causes the interface 500 to be displayed by the client device 106. In FIG. 5, the game system 212 determines that the client device 106 is in a first context. In the first context, the selectable item associated with the mini-application that is selected by the user is displayed in the communication interface (e.g., a chat interface) and the mini-application that is selected is a multiplayer game.

The interface 500 includes a first portion 502 and a second portion 504 of the display screen in an inactivated position. As illustrated in FIG. 5, the first portion 502 of the display screen is a top portion of the display screen and the second portion 504 of the display screen is a bottom portion of the display screen. The first portion 502 of the display screen in the inactivated position is greater in size than the second portion 504 of the display screen in the inactivated position.

The first portion 502 includes an application interface 506 that is associated with the mini-application that was selected and activated by the user. The second portion 504 includes an action bar 516 that is associated with the game system 212 of the messaging system 100. The action bar 516 can be native to the game system 212 such that it is always present when any mini-application is selected and displayed in the first portion 502. The appearance and functionality of the action bar 516 can differ based on the context or the state of the user of the client device 106 or of the client device 106.

When generating the action bar 516, the game system 212 determines that the context of the client device 106 includes the user selecting an icon associated with the mini-application from a communication interface and the mini-application being a multiplayer application (e.g., multiplayer games). Accordingly, the game system 212 generates the action bar 516 that comprises a chat selectable icon 508, text input element 510, microphone icon 512, and settings selectable item 514.

The action bar 516 in the first context comprises a chat selectable icon 508 that can be selected to exit from the mini-application. By activating the chat selectable icon 508, the client device 106 is caused to return the user to the interface from which the user launched the mini-application. For example, in the first context, the user selected an icon associated with the mini-application from a communication interface for a communication session between a plurality of the users of the messaging system 100. Accordingly, the game system 212 causes the chat selectable icon 508 to be displayed in the action bar 516 such that, when the user selects the chat selectable icon 508, the client device 106 is caused to display the communication interface.

Since in the first context, the mini-application is a multiplayer application, the action bar 516 includes a text input element 510 that can receive text input by the user to be shared in the communication interface for the communication session between the user of the client device 106 and other users in the messaging system 100.

The microphone icon 512 in the action bar 516, when activated, can cause the microphone of the client device 106 to start recording acoustic signals. Specifically, the microphone icon 512 can be activated to record the voice of the user of the client device 106 to allow the user to send voice messages to users in the communication session. The voice recording can be displayed in the communication interface as a selectable item and played back by other users receiving the voice recording on their client devices. Alternatively, a voice communication connection between the users in the communication session can be established that allows the users to communicate via audio upon activation of the microphone icon 512.

As shown in FIG. 5, the action bar 516 can also include the settings selectable item 514 that is associated with a settings menu. When settings selectable item 514 is activated by the user of the client device 106, the game system 212 receives a request to display the settings menu. The game system 212 generates the settings menu based on the context of the client device 106.

The context can include information on the mini-application that is currently running in the application interface 506. For example, the information on the mini-application can include the identification (e.g., name, icon, images, etc.) of the mini-application, the type of application of the mini-application (e.g., single player, multiplayer, etc.), or the subject matter associated with the mini-application (e.g., categorizations such as meditation and wellness, fitness, food, culture, fashion, etc.). The context can also include information on the user of the client device 106 such has the user's activity information on the mini-application or the user's selection information on the mini-application, user's game scoring information on the mini-application, user's ranking information on the mini-application. The context can also comprise a list of users associated with the user on the mini-application, or a list of users associated with the user on the messaging system 100.

FIG. 6 illustrates an interface 600 that is caused to be displayed and includes an action bar 604 in a second context according to one embodiment. In response to the user of the client device 106 selecting a selectable item associated with a mini-application, the game system 212 generates an action bar 604 based on the context of the client device 106 and causes the interface 600 to be displayed by the client device 106. In FIG. 6, the game system 212 determines that the client device 106 is in a second context. In the second context, the game system 212 can determine that the mini-application that is selected is a multiplayer game.

In the second context, the game system 212 can also determine that the selectable item associated with the mini-application selected by the user is displayed in a media item viewing interface that allows the user to view images, videos, text, messages, available on the messaging system 100. For example, the selectable item associated with the mini-application could be an overlay on a media content item that was received by the client device 106 and viewed on the media content item viewing interface displayed by the client device 106. Alternatively, the media content item viewing interface can be an interface that allows the user to search or view a list of mini-applications that can be executed on the messaging system 100 (e.g., mini-application search interface, mini-application suggestion interface, etc.). The game system 212 can cause a list selectable items associated respectively with a list of available mini-applications that can be executed by the client device 106 within the messaging system 100.

Similar to interface 500, the interface 600 includes a first portion 502 and a second portion 504 of the display screen in an inactivated position. The first portion 502 includes the application interface 506 that is associated with the mini-application that was selected and activated by the user from the media content item viewing interface. In contrast to interface 500, the second portion 504 in interface 600 includes an action bar 604 that includes item viewing selectable icon 602.

In this embodiment, when generating the action bar 516, the game system 212 determines that the context of the client device 106 includes the user selecting an icon associated with the mini-application from a media content item viewing interface and the mini-application being a multiplayer application (e.g., multiplayer games). Accordingly, the game system 212 generates the action bar 604 that comprises an item viewing selectable icon 602, text input element 510, microphone icon 512, and settings selectable item 514.

In lieu of the chat selectable icon 508, the action bar 604 in the second context comprises an item viewing selectable icon 602 that can be selected to exit from the mini-application. By activating the item viewing selectable icon 602, the client device 106 is caused to return the user to the interface from which the user launched the mini-application. Here, in the second context, the user selected an icon associated with the mini-application from the media content item viewing interface. Accordingly, the game system 212 caused the item viewing selectable icon 602 to be displayed in the action bar 604 such that, when the user selects the item viewing selectable icon 602, the client device 106 is caused to display the media content item viewing interface.

Since in the second context, the mini-application is a multiplayer application, the action bar 604 also includes a text input element 510 that can receive text input by the user to be shared in the communication interface for the communication session between the user of the client device 106 and other users in the messaging system 100, and the microphone icon 512 that can cause the microphone of the client device 106 to start recording acoustic signals (e.g., voice of the user of the client device 106) and transmit the recording to the other users in the communication session, upon activation of the microphone icon 512.

Similar to action bar 516, the action bar 604 can also include the settings selectable item 514 that is associated with a settings menu. When settings selectable item 514 is activated by the user of the client device 106, the game system 212 receives a request to display the settings menu. The game system 212 generates the settings menu based on the context of the client device 106.

FIG. 7 illustrates an interface 700 including an action bar 706 in a third context in accordance with one embodiment. In response to the user of the client device 106 selecting a selectable item associated with a mini-application, the game system 212 generates an action bar 706 based on the context of the client device 106 and causes the interface 700 to be displayed by the client device 106. In FIG. 7, the game system 212 determines that the client device 106 is in a third context. In the third context, the game system 212 can determine that the mini-application that is selected is a single person game or application. In the third context, the game system 212 can also determine that the selectable item associated with the mini-application selected by the user is displayed in the communication interface. Accordingly, the game system 212 generates the action bar 706 that comprises a chat selectable icon 508, settings selectable item 514, name display 702, and mini-application logo display 704.

Similar to action bar 516, the action bar 706 comprises the chat selectable icon 508 because, in the third context, the game system 212 determined that the user selected an icon associated with the mini-application from a communication interface for a communication session between a plurality of the users of the messaging system 100. The chat selectable icon 508 in action bar 706 can be selected by the user to exit from the mini-application. By activating the chat selectable icon 508, the client device 106 is caused to return the user to the interface from which the user launched the mini-application which is the communication interface for the communication session.

Similar to action bar 516 and action bar 604, the action bar 706 can also include the settings selectable item 514 that is associated with a settings menu. When settings selectable item 514 is activated by the user of the client device 106, the game system 212 receives a request to display the settings menu. The game system 212 generates the settings menu based on the context of the client device 106.

Given that the mini-application in the third context is determined to be a single player application or game, the chat selectable icon 508 and microphone icon 512 are not present in the action bar 706. Instead, the action bar 706 includes the name display 702, and mini-application logo display 704.

The game system 212 determining the context of the client device 106 can include determining information on the mini-application that is currently running in the application interface 506. For example, the information on the mini-application can include the identification (e.g., name, icon, logo, images, etc.) of the mini-application. The name display 702 can include the name of the mini-application that is displayed in the application interface 506 and the mini-application logo display 704 can include the logo or images that identify the mini-application.

FIG. 8 illustrates an interface 800 including an action bar 802 in a fourth context in accordance with one embodiment. In response to the user of the client device 106 selecting a selectable item associated with a mini-application, the game system 212 generates an action bar 802 based on the context of the client device 106 and causes the interface 800 to be displayed by the client device 106. In FIG. 8, the game system 212 determines that the client device 106 is in a fourth context. In the fourth context, the game system 212 can determine that the mini-application that is selected is a single person game or application. In the fourth context, the game system 212 can also determine that the selectable item associated with the mini-application selected by the user is displayed in the media content item viewing interface.

Accordingly, the game system 212 generates the action bar 802 that comprises an item viewing selectable icon 602, settings selectable item 514, name display 702, and mini-application logo display 704.

Similar to action bar 604, the action bar 802 comprises the item viewing selectable icon 602 because, in the fourth context, the game system 212 determined that the user selected an icon associated with the mini-application from a media content item viewing interface of the messaging system 100. The item viewing selectable icon 602 in action bar 802 can be selected by the user to exit from the mini-application. By activating the item viewing selectable icon 602, the client device 106 is caused to return the user to the interface from which the user launched the mini-application which is the media content item viewing interface.

Similar to other action bars (e.g., action bar 516, action bar 604, and action bar 706), the action bar 802 can also include the settings selectable item 514 that is associated with a settings menu. When settings selectable item 514 is activated by the user of the client device 106, the game system 212 receives a request to display the settings menu. The game system 212 generates the settings menu based on the context of the client device 106.

Given that the mini-application in the fourth context is determined to be a single player application or game, similar to the action bar 706, the action bar 706 includes the name display 702, and mini-application logo display 704.

The game system 212 determining the context of the client device 106 can include determining information on the mini-application that is currently running in the application interface 506. For example, the information on the mini-application can include the identification (e.g., name, icon, logo, images, etc.) of the mini-application. The name display 702 can include the name of the mini-application that is displayed in the application interface 506 and the mini-application logo display 704 can include the logo or images that identify the mini-application.

The elements in the action bar 516, action bar 604, action bar 706, and action bar 802 can indicate to the user of client device 106 the current context of the client device 106. The user can quickly and visually determine which interfaces will be displayed in response to activating different selectable items (e.g., chat selectable icon 508, item viewing selectable icon 602, settings selectable item 514, etc.) as well as ascertain the information pertaining to the mini-application that is currently active in the application interface 506 (e.g., multiplayer, single player). Further, in a multiplayer mini-application, the user can also quickly communicate with other users that are also executing the multiplayer mini-application on their client devices via the action bars.

Process of Generating a Contextual Action Bar

Although the described flowcharts can show operations as a sequential process, many of the operations can be performed in parallel or concurrently. In addition, the order of the operations may be re-arranged. A process is terminated when its operations are completed. A process may correspond to a method, a procedure, an algorithm, etc. The operations of methods may be performed in whole or in part, may be performed in conjunction with some or all of the operations in other methods, and may be performed by any number of different systems, such as the systems described herein, or any portion thereof, such as a processor included in any of the systems.

FIG. 9 illustrates a process 900 of generating a contextual action bar in accordance with one embodiment. At operation 902, a processor causes an application icon to be displayed by a display screen of a client device. The application icon is associated with an application. At operation 904, the processor receives a selection of the application icon from a user of the client device. The processor determines a context of the client device at operation 906. The context comprises an identification of the application, a type associated with the application, or a type of interface including the application icon. At operation 908, the processor generates an action bar based on the context of the client device. The processor causes a first portion of the display screen to display an application interface associated with the application at operation 910, and causes a second portion to display the action bar that is associated with a messaging system, at operation 912.

Machine Architecture

FIG. 10 is a diagrammatic representation of the machine 1000 within which instructions 1010 (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine 1000 to perform any one or more of the methodologies discussed herein may be executed. For example, the instructions 1010 may cause the machine 1000 to execute any one or more of the methods described herein. The instructions 1010 transform the general, non-programmed machine 1000 into a particular machine 1000 programmed to carry out the described and illustrated functions in the manner described. The machine 1000 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1000 may operate in the capacity of a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1000 may comprise, but not be limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular telephone, a smartphone, a mobile device, a wearable device (e.g., a smartwatch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of executing the instructions 1010, sequentially or otherwise, that specify actions to be taken by the machine 1000. Further, while only a single machine 1000 is illustrated, the term “machine” shall also be taken to include a collection of machines that individually or jointly execute the instructions 1010 to perform any one or more of the methodologies discussed herein. The machine 1000, for example, may comprise the client device 106 or any one of a number of server devices forming part of the messaging server system 104. In some examples, the machine 1000 may also comprise both client and server systems, with certain operations of a particular method or algorithm being performed on the server-side and with certain operations of the particular method or algorithm being performed on the client-side.

The machine 1000 may include processors 1004, memory 1006, and input/output I/O components 638, which may be configured to communicate with each other via a bus 1040. In an example, the processors 1004 (e.g., a Central Processing Unit (CPU), a Reduced Instruction Set Computing (RISC) Processor, a Complex Instruction Set Computing (CISC) Processor, a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Radio-Frequency Integrated Circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1008 and a processor 1012 that execute the instructions 1010. The term “processor” is intended to include multi-core processors that may comprise two or more independent processors (sometimes referred to as “cores”) that may execute instructions contemporaneously. Although FIG. 10 shows multiple processors 1004, the machine 1000 may include a single processor with a single-core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiples cores, or any combination thereof.

The memory 1006 includes a main memory 1014, a static memory 1016, and a storage unit 1018, both accessible to the processors 1004 via the bus 1040. The main memory 1006, the static memory 1016, and storage unit 1018 store the instructions 1010 embodying any one or more of the methodologies or functions described herein. The instructions 1010 may also reside, completely or partially, within the main memory 1014, within the static memory 1016, within machine-readable medium 1020 within the storage unit 1018, within at least one of the processors 1004 (e.g., within the Processor's cache memory), or any suitable combination thereof, during execution thereof by the machine 1000.

The I/O components 1002 may include a wide variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on. The specific I/O components 1002 that are included in a particular machine will depend on the type of machine. For example, portable machines such as mobile phones may include a touch input device or other such input mechanisms, while a headless server machine will likely not include such a touch input device. It will be appreciated that the I/O components 1002 may include many other components that are not shown in FIG. 10. In various examples, the I/O components 1002 may include user output components 1026 and user input components 1028. The user output components 1026 may include visual components (e.g., a display such as a plasma display panel (PDP), a light-emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor, resistance mechanisms), other signal generators, and so forth. The user input components 1028 may include alphanumeric input components (e.g., a keyboard, a touch screen configured to receive alphanumeric input, a photo-optical keyboard, or other alphanumeric input components), point-based input components (e.g., a mouse, a touchpad, a trackball, a joystick, a motion sensor, or another pointing instrument), tactile input components (e.g., a physical button, a touch screen that provides location and force of touches or touch gestures, or other tactile input components), audio input components (e.g., a microphone), and the like.

In further examples, the I/O components 1002 may include biometric components 1030, motion components 1032, environmental components 1034, or position components 1036, among a wide array of other components. For example, the biometric components 1030 include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye-tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram-based identification), and the like. The motion components 1032 include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope).

The environmental components 1034 include, for example, one or cameras (with still image/photograph and video capabilities), illumination sensor components (e.g., photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometer), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors to detection concentrations of hazardous gases for safety or to measure pollutants in the atmosphere), or other components that may provide indications, measurements, or signals corresponding to a surrounding physical environment.

With respect to cameras, the client device 106 may have a camera system comprising, for example, front cameras on a front surface of the client device 106 and rear cameras on a rear surface of the client device 106. The front cameras may, for example, be used to capture still images and video of a user of the client device 106 (e.g., “selfies”), which may then be augmented with augmentation data (e.g., filters) described above. The rear cameras may, for example, be used to capture still images and videos in a more traditional camera mode, with these images similarly being augmented with augmentation data. In addition to front and rear cameras, the client device 106 may also include a 360° camera for capturing 360° photographs and videos.

Further, the camera system of a client device 106 may include dual rear cameras (e.g., a primary camera as well as a depth-sensing camera), or even triple, quad or penta rear camera configurations on the front and rear sides of the client device 106. These multiple cameras systems may include a wide camera, an ultra-wide camera, a telephoto camera, a macro camera and a depth sensor, for example.

The position components 1036 include location sensor components (e.g., a GPS receiver component), altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like.

Communication may be implemented using a wide variety of technologies. The I/O components 1002 further include communication components 1038 operable to couple the machine 1000 to a network 1022 or devices 1024 via respective coupling or connections. For example, the communication components 1038 may include a network interface Component or another suitable device to interface with the network 1022. In further examples, the communication components 1038 may include wired communication components, wireless communication components, cellular communication components, Near Field Communication (NFC) components, Bluetooth® components (e.g., Bluetooth® Low Energy), Wi-Fi® components, and other communication components to provide communication via other modalities. The devices 1024 may be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).

Moreover, the communication components 1038 may detect identifiers or include components operable to detect identifiers. For example, the communication components 1038 may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals). In addition, a variety of information may be derived via the communication components 1038, such as location via Internet Protocol (IP) geolocation, location via Wi-Fi® signal triangulation, location via detecting an NFC beacon signal that may indicate a particular location, and so forth.

The various memories (e.g., main memory 1014, static memory 1016, and memory of the processors 1004) and storage unit 1018 may store one or more sets of instructions and data structures (e.g., software) embodying or used by any one or more of the methodologies or functions described herein. These instructions (e.g., the instructions 1010), when executed by processors 1004, cause various operations to implement the disclosed examples.

The instructions 1010 may be transmitted or received over the network 1022, using a transmission medium, via a network interface device (e.g., a network interface component included in the communication components 1038) and using any one of several well-known transfer protocols (e.g., hypertext transfer protocol (HTTP)). Similarly, the instructions 1010 may be transmitted or received using a transmission medium via a coupling (e.g., a peer-to-peer coupling) to the devices 1024.

Software Architecture

FIG. 11 is a block diagram 1100 illustrating a software architecture 1104, which can be installed on any one or more of the devices described herein. The software architecture 1104 is supported by hardware such as a machine 1102 that includes processors 1120, memory 1126, and I/O components 1138. In this example, the software architecture 1104 can be conceptualized as a stack of layers, where each layer provides a particular functionality. The software architecture 1104 includes layers such as an operating system 1112, libraries 1110, frameworks 1108, and applications 1106. Operationally, the applications 1106 invoke API calls 1150 through the software stack and receive messages 1152 in response to the API calls 1150.

The operating system 1112 manages hardware resources and provides common services. The operating system 1112 includes, for example, a kernel 1114, services 1116, and drivers 1122. The kernel 1114 acts as an abstraction layer between the hardware and the other software layers. For example, the kernel 1114 provides memory management, processor management (e.g., scheduling), component management, networking, and security settings, among other functionality. The services 1116 can provide other common services for the other software layers. The drivers 1122 are responsible for controlling or interfacing with the underlying hardware. For instance, the drivers 1122 can include display drivers, camera drivers, BLUETOOTH® or BLUETOOTH® Low Energy drivers, flash memory drivers, serial communication drivers (e.g., USB drivers), WI-FI® drivers, audio drivers, power management drivers, and so forth.

The libraries 1110 provide a common low-level infrastructure used by the applications 1106. The libraries 1110 can include system libraries 1118 (e.g., C standard library) that provide functions such as memory allocation functions, string manipulation functions, mathematic functions, and the like. In addition, the libraries 1110 can include API libraries 1124 such as media libraries (e.g., libraries to support presentation and manipulation of various media formats such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), graphics libraries (e.g., an OpenGL framework used to render in two dimensions (2D) and three dimensions (3D) in a graphic content on a display), database libraries (e.g., SQLite to provide various relational database functions), web libraries (e.g., WebKit to provide web browsing functionality), and the like. The libraries 1110 can also include a wide variety of other libraries 1128 to provide many other APIs to the applications 1106.

The frameworks 1108 provide a common high-level infrastructure that is used by the applications 1106. For example, the frameworks 1108 provide various graphical user interface (GUI) functions, high-level resource management, and high-level location services. The frameworks 1108 can provide a broad spectrum of other APIs that can be used by the applications 1106, some of which may be specific to a particular operating system or platform.

In an example, the applications 1106 may include a home application 1136, a contacts application 1130, a browser application 1132, a book reader application 1134, a location application 1142, a media application 1144, a messaging application 1146, a game application 1148, and a broad assortment of other applications such as a third-party application 1140. The applications 1106 are programs that execute functions defined in the programs. Various programming languages can be employed to create one or more of the applications 1106, structured in a variety of manners, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C or assembly language). In a specific example, the third-party application 1140 (e.g., an application developed using the ANDROID™ or IOS™ software development kit (SDK) by an entity other than the vendor of the particular platform) may be mobile software running on a mobile operating system such as IOS™, ANDROID™, WINDOWS® Phone, or another mobile operating system. In this example, the third-party application 1140 can invoke the API calls 1150 provided by the operating system 1112 to facilitate functionality described herein.

Glossary

“Carrier signal” refers to any intangible medium that is capable of storing, encoding, or carrying instructions for execution by the machine, and includes digital or analog communications signals or other intangible media to facilitate communication of such instructions. Instructions may be transmitted or received over a network using a transmission medium via a network interface device.

“Client device” refers to any machine that interfaces to a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, desktop computer, laptop, portable digital assistants (PDAs), smartphones, tablets, ultrabooks, netbooks, laptops, multi-processor systems, microprocessor-based or programmable consumer electronics, game consoles, set-top boxes, or any other communication device that a user may use to access a network.

“Communication network” refers to one or more portions of a network that may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, a Wi-Fi® network, another type of network, or a combination of two or more such networks. For example, a network or a portion of a network may include a wireless or cellular network and the coupling may be a Code Division Multiple Access (CDMA) connection, a Global System for Mobile communications (GSM) connection, or other types of cellular or wireless coupling. In this example, the coupling may implement any of a variety of types of data transfer technology, such as Single Carrier Radio Transmission Technology (1×RTT), Evolution-Data Optimized (EVDO) technology, General Packet Radio Service (GPRS) technology, Enhanced Data rates for GSM Evolution (EDGE) technology, third Generation Partnership Project (3GPP) including 3G, fourth generation wireless (4G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Worldwide Interoperability for Microwave Access (WiMAX), Long Term Evolution (LTE) standard, others defined by various standard-setting organizations, other long-range protocols, or other data transfer technology.

“Component” refers to a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other technologies that provide for the partitioning or modularization of particular processing or control functions. Components may be combined via their interfaces with other components to carry out a machine process. A component may be a packaged functional hardware unit designed for use with other components and a part of a program that usually performs a particular function of related functions. Components may constitute either software components (e.g., code embodied on a machine-readable medium) or hardware components. A “hardware component” is a tangible unit capable of performing certain operations and may be configured or arranged in a certain physical manner. In various example embodiments, one or more computer systems (e.g., a standalone computer system, a client computer system, or a server computer system) or one or more hardware components of a computer system (e.g., a processor or a group of processors) may be configured by software (e.g., an application or application portion) as a hardware component that operates to perform certain operations as described herein. A hardware component may also be implemented mechanically, electronically, or any suitable combination thereof. For example, a hardware component may include dedicated circuitry or logic that is permanently configured to perform certain operations. A hardware component may be a special-purpose processor, such as a field-programmable gate array (FPGA) or an application specific integrated circuit (ASIC). A hardware component may also include programmable logic or circuitry that is temporarily configured by software to perform certain operations. For example, a hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, hardware components become specific machines (or specific components of a machine) uniquely tailored to perform the configured functions and are no longer general-purpose processors. It will be appreciated that the decision to implement a hardware component mechanically, in dedicated and permanently configured circuitry, or in temporarily configured circuitry (e.g., configured by software), may be driven by cost and time considerations. Accordingly, the phrase “hardware component” (or “hardware-implemented component”) should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein. Considering embodiments in which hardware components are temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any one instance in time. For example, where a hardware component comprises a general-purpose processor configured by software to become a special-purpose processor, the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware components) at different times. Software accordingly configures a particular processor or processors, for example, to constitute a particular hardware component at one instance of time and to constitute a different hardware component at a different instance of time. Hardware components can provide information to, and receive information from, other hardware components. Accordingly, the described hardware components may be regarded as being communicatively coupled. Where multiple hardware components exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware components. In embodiments in which multiple hardware components are configured or instantiated at different times, communications between such hardware components may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware components have access. For example, one hardware component may perform an operation and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware component may then, at a later time, access the memory device to retrieve and process the stored output. Hardware components may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information). The various operations of example methods described herein may be performed, at least partially, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors may constitute processor-implemented components that operate to perform one or more operations or functions described herein. As used herein, “processor-implemented component” refers to a hardware component implemented using one or more processors. Similarly, the methods described herein may be at least partially processor-implemented, with a particular processor or processors being an example of hardware. For example, at least some of the operations of a method may be performed by one or more processors 1004 or processor-implemented components. Moreover, the one or more processors may also operate to support performance of the relevant operations in a “cloud computing” environment or as a “software as a service” (SaaS). For example, at least some of the operations may be performed by a group of computers (as examples of machines including processors), with these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an API). The performance of certain of the operations may be distributed among the processors, not only residing within a single machine, but deployed across a number of machines. In some example embodiments, the processors or processor-implemented components may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other example embodiments, the processors or processor-implemented components may be distributed across a number of geographic locations.

“Computer-readable storage medium” refers to both machine-storage media and transmission media. Thus, the terms include both storage devices/media and carrier waves/modulated data signals. The terms “machine-readable medium,” “computer-readable medium” and “device-readable medium” mean the same thing and may be used interchangeably in this disclosure.

“Ephemeral message” refers to a message that is accessible for a time-limited duration. An ephemeral message may be a text, an image, a video and the like. The access time for the ephemeral message may be set by the message sender. Alternatively, the access time may be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transitory.

“Machine storage medium” refers to a single or multiple storage devices and media (e.g., a centralized or distributed database, and associated caches and servers) that store executable instructions, routines and data. The term shall accordingly be taken to include, but not be limited to, solid-state memories, and optical and magnetic media, including memory internal or external to processors. Specific examples of machine-storage media, computer-storage media and device-storage media include non-volatile memory, including by way of example semiconductor memory devices, e.g., erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks The terms “machine-storage medium,” “device-storage medium,” “computer-storage medium” mean the same thing and may be used interchangeably in this disclosure. The terms “machine-storage media,” “computer-storage media,” and “device-storage media” specifically exclude carrier waves, modulated data signals, and other such media, at least some of which are covered under the term “signal medium.”

“Non-transitory computer-readable storage medium” refers to a tangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine.

“Signal medium” refers to any intangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine and includes digital or analog communications signals or other intangible media to facilitate communication of software or data. The term “signal medium” shall be taken to include any form of a modulated data signal, carrier wave, and so forth. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a matter as to encode information in the signal. The terms “transmission medium” and “signal medium” mean the same thing and may be used interchangeably in this disclosure. 

What is claimed is:
 1. A method comprising: causing, by a processor, an application icon to be displayed by a display screen of a client device, the application icon being associated with an application; receiving a selection of the application icon from a user of the client device; determining a context of the client device, the context comprising an identification of the application, a type associated with the application, or a type of interface including the application icon; generating an action bar based on the context of the client device; causing a first portion of the display screen to display an application interface associated with the application; and causing a second portion to display the action bar that is associated with a messaging system.
 2. The method of claim 1, wherein the identification of the application comprises a name of the application or a logo associated with the application.
 3. The method of claim 2, wherein the type associated with the application comprises a single player application or a multiplayer application.
 4. The method of claim 3, wherein generating the action bar based on the context of the client device comprises: determining that the type associated with the application comprises the single player application; and generating the action bar that comprises the name of the application or the logo associated with the application.
 5. The method of claim 3, wherein generating the action bar based on the context of the client device comprises: determining that the type associated with the application comprises the multiplayer application; and generating the action bar that comprises a text input element that receives text input from the user to be displayed on a communication interface, and a microphone icon that, when activated, causes the microphone of the client device to start recording acoustic signals.
 6. The method of claim 1, wherein the type of interface comprises a communication interface or a media content item viewing interface.
 7. The method of claim 6, wherein generating the action bar based on the context of the client device comprises: determining that the type of interface comprises the communication interface, and generating the action bar that comprises a chat selectable icon.
 8. The method of claim 8, further comprising: receiving from the user a selection of the chat selectable icon; and causing the display screen to display the communication interface.
 9. The method of claim 8, wherein the communication interface is for a communication session between the user of the client device and another user in the messaging system.
 10. The method of claim 6, wherein generating the action bar based on the context of the client device comprises: determining that the type of interface comprises the media content item viewing interface; and generating the action bar that comprises an item viewing selectable icon.
 11. The method of claim 10, further comprising: receiving from the user a selection of the item viewing selectable icon; and causing the display screen to display the media content item viewing interface.
 12. A non-transitory computer-readable storage medium having stored thereon instructions, when executed by a processor, causes the processor to perform operations comprising: causing an application icon to be displayed by a display screen of a client device, the application icon being associated with an application; receiving a selection of the application icon from a user of the client device; determining a context of the client device, the context comprising an identification of the application, a type associated with the application, or a type of interface including the application icon; generating an action bar based on the context of the client device; causing a first portion of the display screen to display an application interface associated with the application, and causing a second portion to display the action bar that is associated with a messaging system.
 13. The non-transitory computer-readable storage medium of claim 12, wherein the identification of the application comprises a name of the application or a logo associated with the application.
 14. The non-transitory computer-readable storage medium of claim 13, wherein the type associated with the application comprises a single player application or a multiplayer application.
 15. The non-transitory computer-readable storage medium of claim 14, wherein generating the action bar based on the context of the client device comprises: determining that the type associated with the application comprises the single player application; and generating the action bar that comprises the name of the application or the logo associated with the application.
 16. The non-transitory computer-readable storage medium of claim 14, wherein generating the action bar based on the context of the client device comprises: determining that the type associated with the application comprises the multiplayer application; and generating the action bar that comprises a text input element that receives text input from the user to be displayed on a communication interface, and a microphone icon that, when activated, causes the microphone of the client device to start recording acoustic signals.
 17. The non-transitory computer-readable storage medium of claim 12, wherein the type of interface comprises a communication interface or a media content item viewing interface.
 18. The non-transitory computer-readable storage medium of claim 17, wherein generating the action bar based on the context of the client device comprises: determining that the type of interface comprises the communication interface; and generating the action bar that comprises a chat selectable icon.
 19. The non-transitory computer-readable storage medium of claim 18, wherein the operations further comprise: receiving from the user a selection of the chat selectable icon; and causing the display screen to display the communication interface, wherein the communication interface is for a communication session between the user of the client device and another user in the messaging system.
 20. The non-transitory computer-readable storage medium of claim 17, wherein generating the action bar based on the context of the client device comprises: determining that the type of interface comprises the media content item viewing interface; and generating the action bar that comprises an item viewing selectable icon.
 21. The non-transitory computer-readable storage medium of claim 20, further comprising: receiving from the user a selection of the item viewing selectable icon; and causing the display screen to display the media content item viewing interface.
 22. A system comprising: a processor; and a memory having instructions stored thereon, when executed by the processor, causes the system to perform operations comprising: causing an application icon to be displayed by a display screen of a client device, the application icon being associated with an application; receiving a selection of the application icon from a user of the client device; determining a context of the client device, the context comprising an identification of the application, a type associated with the application, or a type of interface including the application icon; generating an action bar based on the context of the client device; causing a first portion of the display screen to display an application interface associated with the application, and causing a second portion to display the action bar that is associated with a messaging system. 